feat: Added State Enabled Integration to Editor Visualization Of Collider Triggers
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		@@ -11,7 +11,7 @@ namespace Syntriax.Modules.Trigger
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        private void OnDrawGizmosSelected()
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        {
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            if (UnityEditor.EditorApplication.isPlaying)
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                Gizmos.color = previousTriggerCount > 0 ? Color.green : Color.red;
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                Gizmos.color = previousTriggerCount > 0 && StateEnable.IsEnabled ? Color.green : Color.red;
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            else
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                Gizmos.color = TriggerCount > 0 ? Color.green : Color.red;
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            Gizmos.DrawWireCube(transform.position, transform.lossyScale);
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@@ -11,7 +11,7 @@ namespace Syntriax.Modules.Trigger
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        private void OnDrawGizmosSelected()
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        {
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            if (UnityEditor.EditorApplication.isPlaying)
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                Gizmos.color = previousTriggerCount > 0 ? Color.green : Color.red;
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                Gizmos.color = previousTriggerCount > 0 && StateEnable.IsEnabled ? Color.green : Color.red;
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            else
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                Gizmos.color = TriggerCount > 0 ? Color.green : Color.red;
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            Gizmos.matrix = transform.localToWorldMatrix;
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@@ -11,7 +11,7 @@ namespace Syntriax.Modules.Trigger
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        private void OnDrawGizmosSelected()
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        {
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            if (UnityEditor.EditorApplication.isPlaying)
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                Gizmos.color = previousTriggerCount > 0 ? Color.green : Color.red;
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                Gizmos.color = previousTriggerCount > 0 && StateEnable.IsEnabled ? Color.green : Color.red;
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            else
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                Gizmos.color = TriggerCount > 0 ? Color.green : Color.red;
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@@ -45,5 +45,17 @@ namespace Syntriax.Modules.Trigger
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            return true;
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        }
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#if UNITY_EDITOR
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        private State.IStateEnable stateEnable = null;
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        public State.IStateEnable StateEnable
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        {
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            get
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            {
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                stateEnable = stateEnable ?? GetComponent<State.IStateEnable>() ?? gameObject.AddComponent<State.StateEnableMonoBehaviour>();
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                return stateEnable;
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            }
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        }
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#endif
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    }
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}
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